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FROG POND VALE


Introduction Character options


Frog Pond Vale is a new adventure location If your party is short on members, you could
that can be dropped seamlessly into a recruit from near the Vale.

campaign of Dungeon Scum.


Roll a D6, on a roll of a 1, the character has
the MARSH BORN trait.

Your characters can visit, get themselves into Only one die can be rolled per campaign
trouble and be off again, without a major turn.

commitment.

This provides the following benefit:

Being a “Adventure Location” rather than a “When adventuring in Frog Pond, you may
“Quest” means there’s no over-arching plot always cut your expedition short and return
to follow.
back to civilization after an encounter.

As such, a group could visit the Vale at any This succeeds automatically”.

point, whether for its own sake, as a step


built into an on-going adventure or as a The expedition
distraction.
Adventurers can find themselves in the Vale
in three ways:

Frog Pond is aimed at somewhat less 



experienced adventuring groups, providing a First, you may visit intentionally simply to see
good place for your heroes to cut their teeth.
what you might find.

The encounters assume a group of 4-6 Such an expedition will consist of three
adventurers.
encounters generated below.

Unless you have a MARSH BORN


Do note that some of the encounters will be companion, you cannot return prematurely,
quite tough, don’t try to take them on with 3 due to the difficulty in navigating.

minions on their lonesome.

Characters cannot recover from injuries while


The Vale in the Vale, due to the damp, unsanitary
Once the site of a small, prosperous fishing conditions.

village, Frog Pond Vale now lies shrouded in


fog.
Second, the Vale may be on the way to
Despite being the most direct route between another location while traveling.

the two nearest cities, travelers tend to go If so, simply generate a single encounter on
around, preferring to take the longer route the way.

over the risk of the mist-filled, water-logged


trails.
After the encounter, roll a D6 with a 1-2
indicating you are off course and must roll
Roaming wild life and the occasional band of another encounter.

goblins have proven resistant to any


attempts at clearing the Vale permanently, Finally, you could incorporate the Vale into
but surely, you will face no such problems.
an on-going Quest:

Plenty of adventurers have been lost in the


What happened here? None of the locals marshy grounds, leaving all manner of
know. As the years went by, the fogs crept in artifacts buried in clammy mud.

and the dangers began appearing.

Eventually, the locals simply abandoned the If so, you will need to survive 1D3+2
Vale. The monsters seem to stay in the fog, encounters before you can find what you
but every year, it seems a few more feet are seek.

lost to the haze. 



Fighting in the marsh lands ROLL ENCOUNTER ROLL ENCOUNTER
Wading through the marsh is wearisome and
slow.
1 Goblin hunters 11 Wanderer
All Movement rolls made by adventurers are
reduced by 1.
2 Goblin band 12 Monstrous
toad
Encountered monsters and any character 3 Infected 13 Goblin raiders
that is MARSH BORN or an elf can ignore
this penalty.
4 Marsh vipers 14 Remains of
adventurer
When setting up a battle, set up 1D6
5 Gloom lights 15 Strange old
patches of dry land, each about 2-3” long. crone
While on dry land, no penalties are incurred
to movement.
6 Spirits of the 16 Hunter toads
lost
Encounter table 7 Spirits of the 17 Lost in the
For each encounter, simply roll on the damned fog
Encounter table below.

8 Frog swarm 18 A moment to


If you adventure repeatedly in the area, you breathe
may wish to re-roll any encounter you’ve 9 Stuck in the 19 Swamp gas
already had.
mire
This way, your party can experience a total
of 20 encounters before the Vale has been 10 Camp site 20 Mysterious
cleared out and pacified.
find

Clearing the Vale in this fashion will reward


the party with 2 rolls on the Loot table, as a
reward from the local authorities.

1 Goblin Hunters 3 Infected


A group of marsh goblins have been tracking The very air feels tainted and thick with
you for a few hours. disease.
You double back in an attempt to turn the Soon, your party begins to feel its aches and
tables on them, ambushing the ambushers. torments.

You encounter 5 Goblin Hunters


Roll a D6 for every party member.

(Speed 3, Attack 2, Defense 1, Life 1).


A 1 indicates they have fallen ill.

Hunters carry javelins that can be thrown up While ill, the adventurer treats all 5’s and 6’s
to 8” with 2 Attack dice.
as 4’s when moving and is unable to cast
any spells.

Roll a D6 after setting up.

On a 3-6, you are +1 to all Initiative rolls for After each encounter, roll a D6 for every ill
the battle.
adventurer.

On a 1-2, the goblins are +1.


On a 1, they get worse, becoming
incapacitated, on a 6, they recover.

Defeating or driving them off will award you a


Loot roll on a D6 roll of 5+.
If you return to civilization, everyone recovers
but adventurers who became ill can earn no
2 Goblin Band experience from the expedition.

The swamps are infested with goblins and as


you are about to settle in to make camp, a 4 Marsh Vipers
swarm of them surge out of the muck, Like normal vipers but several feet long and
shouting shrill war cries. extremely aggressive.

You encounter 8 Goblin Scum


You are attacked by 4 Marsh Vipers.

(Speed 2, Attack 2, Defense 1, Life 1)


(Speed 1, Attack 2, Defense 2, Life 1)

They are armed only with close combat Set up the snakes 1D6+2” from your party,
weapons.
surrounding them.

They always take the first move and are +1


The goblins are rather cowardly.
to all Initiative rolls.

Every time a goblin is knocked out, roll a D6:


On a 1, the nearest goblin runs away from A character knocked out of action by a viper
the battle.
must roll a D6.

On a 6, the poison slays them instantly.

If you drive them off, you may try to track


them back to their cave.
The vipers have no treasure of any kind, but
Roll a D6. On a 5-6, you can locate the cave.
if you defeat them, one minion in your party
can be leveled up instantly, if you have never
Here, you will fight 4 more goblins, plus any fought a poisonous creature before.

that ran away from the main battle.

Victory here will award you 2 rolls on the


Loot table.

5 Gloom Lights 7 Spirits of the damned


Odd, floating lights some distance away. The restless dead come to claim the souls of
They say these can lead you to fortune or those still living.
doom.
You must battle 6 Apparitions

You can follow the lights or ignore them.


(Speed 2, Attack 3, Defense 2, Life 1)

If you ignore them, the encounter ends but Apparitions can move through solid objects
can be encountered again.
and ignore all physical armor when attacking.

Magical armor will still grant any bonus


If you follow, roll a D6 for every character.
defense dice from being magical.

On a 1, the character succumbs to madness


and will attack the rest of the party.
When setting up the apparitions, place them
within 2” of each other as one unit. They will
If you knock the character down or out, they move and attack normally from that point on.

recover.

Your other adventurers will strike to stun, so The apparitions will not flee from the battle
no permanent injury will occur, but the mad under any circumstances.

character can and will do everything in their


power to wound and kill.
If you hold your ground and win the battle,
any pious character in the party will level up
Assuming your party does not annihilate on a D6 roll of a 6.

itself, you find a small treasure chest.

If the party includes a thief of any sorts or


have thief tools to sacrifice, you can pick the
lock open, earning 3 Loot rolls.

Otherwise, you have to smash it and receive


only 2 Loot rolls as some contents are
destroyed.

6 Spirits of the lost


Those who perished in the Vale warn you of
the dangers head.

For all future encounters in the Vale, re-roll


1’s on initiative rolls.

If the party includes a pious character, they


may lay the spirits to rest.

Roll 2D6, and for each 6, a random


adventurer levels up immediately.

8 Frog Swarm 9 Stuck in the Mire


A seething mass of repulsive creatures, each Trudging through the endless, reeking mud,
covered in sharp bony ridges. you’ve gone a bit too far off the trail.

The party is attacked by swarms of Vale Roll a D6 for every character. They become
frogs.
stuck on a 1-3.

Characters with agility oriented traits are only


Roll 2D6, using the higher score as the stuck on a 1-2.

number of swarms.
Any MARSH BORN, lizard man or similar
Each swarm is represented by one characters only become stuck on a 1.

miniatures base.

Each swarm moves and fights as a single A stuck character must roll a D6 for every
creature.
item they carry:

(Speed 2, Attack 3, Defense 2, Life 3)


On a 1, the item is lost permanently in the
sucking mud, as they struggle out.

Swarms lack intelligence and will simply Yes, even your favorite magical sword.

move towards the nearest humanoid.

Parties with rope can use up a rope to pull a


Open use of fire scares them:
single character out safely, with no loss.

For each use, roll a D6 for every swarm with


a 1 causing the swarm to lose 1 Life.
10 Camp Site
Parties carrying torches or oil lamps can use A patch of dry, raised ground. Long-
them up to create this effect.

extinguished camp fires here show that


The swarms are heavily resilient to archery: you’re not the first to pass through.
Roll double defense dice against any ranged
attacks.
The party can rest here, recovering from
Area of effect attacks receive double attack injuries.

dice however.
Once this location becomes known to you,
after any future encounter in the Vale, you
The frogs don’t carry anything particularly may return here to rest up.

valuable but are surprisingly edible.

If the adventurers win and hold the field, they After each time you rest, roll a D6. On a 1,
can chow down on fried giant frog legs.
the camp site finally sinks into the mire and
This counts as resting, allowing the party to is lost to you.

recover from injuries and remove any hunger


penalties.

11 Wanderer Roll once on the potion table and receive


You meet a mysterious wanderer who seems two flasks worth of whatever you come up
to be just as lost as you are. with.

If you take them along, they will fight as part 13 Goblin Raiders
of your party as a Minion.
You stumble across a gang of goblinoids
while they are planning a raid on a nearby
Upon reaching civilization alive, roll a D6.
village.
On a 1, they were a thief and made off with
every magical potion your party owned.
You can try to sneak away. Any good-
hearted or noble character will refuse to do
On any other roll, they reveal themselves to this.

be a wizard of some repute and will offer to


teach a random spell to one of the If you do, roll a D6 with a 1 indicating you
adventurers.
were noticed and have to fight in any event.

Otherwise you get away but this encounter


12 Monstrous Toad will remain available in the future.

This horned horror is slick with reeking slime.


You brace yourself for a thoroughly If you opt to fight, a character with stealth
unpleasant battle. related traits can try to sneak in and cause
some destruction in the goblin camp.

They are noticed and captured on a roll of a


The Monstrous Toad must be fought.

1. Captured characters are tied up and must


(Speed 3, Attack 4, Defense 5, Life 4)

sit out the ensuing battle.

It moves first in the first turn.

The fight will pit you against a Goblin Raid


If it moves in contact with a character, it Boss (Speed 2, Attack 3, Defense 3, Life 2)
slams them.
and 7 underlings (Speed 1, Attack 2,
They are knocked backwards 1” per success Defense 1, Life 1).

on the attack dice. This is factored before


any defensive dice are rolled.
The boss carries a randomly generated
magical weapon and will use it against you.

if the toad activates more than 5” from any 3 underlings have javelins to throw (8”
character, roll a D6:
range). The rest have crude spears.

1-3 it will launch its tongue at the nearest


If a stealth character successfully caused a
visible enemy within 8".

disturbance, remove 1 spear minion for each


This strikes on a 5-6 and pulls the character disturbance.

into contact with the toad, Stunned.

If you defeat the raiders, you can take the


4-6 it will croak:
weapon from the boss and roll twice on the
Roll 3D6, with each 5+ summoning a smaller Loot table.

toad at the edge of the battle area

(Speed 1, Attack 2, Defense 1, Life 1).


You may also level up a Good-aligned
character of your choice, if you roll a 5-6 on
Defeating this beast awards 3 rolls on the 1D6.

Loot table.

If the party includes any character with


magical or alchemical knowledge, they may
also distill the toad slime.

14 Remains of Adventurer 16 Hunter Toads


The final resting ground of a hero who went Over-sized toads are on your trail. You can
before you. hear them croaking and screeching closer
Well, it may have been a scoundrel too, who and closer every time you take a step.
could tell this long after the fact.
The villagers said the striped ones are
You find a sack of gold and a piece of poisonous.
magical armor that you can liberate.

You are attacked by 3 Hunter Toads

If you wear the armor and later fight the (Speed 3, Attack 2, Defense 2, Life 1).

Goblin Raid Boss, the boss will attack the


character wearing this armor to the exclusion Set the toads up 1D6+3” from your party.

of other opponents.
In the first turn, they will all move before you
have a chance to act.

15 Strange old Crone


An old swamp-witch speaking in tongues. Any character Stunned must roll a D6 when
She is looking for ingredients for her brew. they recover.

On a 1, the poison saps their strength and


You can move on or offer to help find what they go Down.

she needs.

17 Lost in the Fog


If so, you must roll two more Encounters. This damnable fog. It’s everywhere.
These can duplicate encounters you have It feels like tendrils, creeping inside your
already had.
clothes and your armor.
If you make it through both encounters, she’ll You wander aimlessly for a while.

give you a swig of her brew. This completely If the party has food, cross off rations.
cures a single injured character of all
Otherwise, you are -1 to all Initiative rolls for
damage they have taken.

the rest of this expedition.

She will then give you an unmarked flask.

This is a magical potion but its effects are 18 A Moment to Breathe


not rolled for, until you opt to drink it.
This area is fairly dry and seems safe enough.

You can rest for a moment.

One character suffering an injury can roll to


recover.

If the party is hungry, a ranger, hunter or


similar character may forage, feeding
everybody on a roll of 3+.

19 Swamp Gas 20 Mysterious Find


The cloying stench of the marsh gives way to You come across what appears to be the
an acrid, green haze that burns your eyes remains of an old temple.
and nostrils. It’s fallen into disrepair many ages ago, but it
seems like a shame not to investigate it.
You scramble for safety.
You can mark this on your map and return
Each character must roll a D6.
here in the future.

They escape the gas on a roll of a 2+

(3+ if wearing heavy armor).


If you leave the Vale and return, you must
endure one encounter in the Vale (which can
Characters that fail to escape go catatonic duplicate encounters you’ve had previously)
and cannot do anything but walk very slowly before finding the ruin again.

and mindlessly.

Clearing the ruin is treated as a Delve, as per


When you have a chance to rest, you can the core rules.

recover from the gas.

Until then, the gassed characters cannot Upon completion, you earn 2 additional rolls
participate in any battle, though the rest of on the Loot table.
the party can lead them along.

Should the entire party be gassed, you are


inevitably eaten by giant toads. A bad way to
go.

Pick a single character that manages to


escape back to civilization, without any of
their equipment or items.

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